summaryrefslogtreecommitdiffstats
path: root/src/view/renderer/shaders.ts
blob: 8fd1fdaf0200b5b87dd2921071a758e21a368859 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
import fragmentShaderSrc from './shaders/default.fs';
import vertexShaderSrc from './shaders/default.vs';

export class Shaders {
	public readonly viewportLoc: WebGLUniformLocation;
	public readonly translateLoc: WebGLUniformLocation;

	public readonly vertexPosLoc: number;
	public readonly textureCoordLoc: number;
	public readonly samplerLoc: WebGLUniformLocation;

	constructor(private readonly gl: WebGLRenderingContext) {
		const shaderProgram = this.gl.createProgram();
		if (!shaderProgram)
			throw new Error('Unable to create shader program');

		const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc);
		const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc);

		this.gl.attachShader(shaderProgram, vertexShader);
		this.gl.attachShader(shaderProgram, fragmentShader);

		this.gl.linkProgram(shaderProgram);
		if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) {
			const err = this.gl.getProgramInfoLog(shaderProgram);

			this.gl.deleteShader(vertexShader);
			this.gl.deleteShader(fragmentShader);
			this.gl.deleteProgram(shaderProgram);

			throw new Error('Unable to link shader: ' + err);
		}

		this.gl.useProgram(shaderProgram);

		this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'aVertexPos');
		this.gl.enableVertexAttribArray(this.vertexPosLoc);

		this.textureCoordLoc = this.getAttribLocation(shaderProgram, 'aTextureCoord');
		this.gl.enableVertexAttribArray(this.textureCoordLoc);

		this.viewportLoc = this.getUniformLocation(shaderProgram, 'uViewport');
		this.translateLoc = this.getUniformLocation(shaderProgram, 'uTranslate');
		this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler');
	}

	private compileShader(type: number, src: string): WebGLShader {
		const shader = this.gl.createShader(type);
		if (!shader)
			throw new Error('Unable to create shader');

		this.gl.shaderSource(shader, src);
		this.gl.compileShader(shader);

		if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
			const err = this.gl.getShaderInfoLog(shader);
			this.gl.deleteShader(shader);
			throw new Error('Unable to compile shader: ' + err);
		}

		return shader;
	}

	private getAttribLocation(program: WebGLProgram, name: string): number {
		const ret = this.gl.getAttribLocation(program, name);
		if (ret < 0)
			throw new Error("unable to get location of attribute '" + name + "'");

		return ret;
	}

	private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
		const ret = this.gl.getUniformLocation(program, name);
		if (!ret)
			throw new Error("unable to get location of uniform '" + name + "'");

		return ret;
	}
}